/*
 * Copyright (c) 2019-2021, NVIDIA CORPORATION.  All rights reserved.
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *     http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 *
 * SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
 * SPDX-License-Identifier: Apache-2.0
 */

//#version 460
#extension GL_EXT_ray_tracing : require
#extension GL_EXT_scalar_block_layout : enable

#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
#extension GL_EXT_buffer_reference2 : require

#include "random.glsl"
#include "raycommon.glsl"
#include "wavefront.glsl"

// clang-format off
#ifdef PAYLOAD_0
layout(location = 0) rayPayloadInEXT hitPayload prd;
#elif defined(PAYLOAD_1)
layout(location = 1) rayPayloadInEXT shadowPayload prd;
#endif

layout(buffer_reference, scalar) buffer Vertices {Vertex v[]; }; // Positions of an object
layout(buffer_reference, scalar) buffer Indices {uint i[]; }; // Triangle indices
layout(buffer_reference, scalar) buffer Materials {WaveFrontMaterial m[]; }; // Array of all materials on an object
layout(buffer_reference, scalar) buffer MatIndices {int i[]; }; // Material ID for each triangle
layout(set = 1, binding = eObjDescs, scalar) buffer ObjDesc_ { ObjDesc i[]; } objDesc;
// clang-format on

void main()
{
  // Object data
  ObjDesc    objResource = objDesc.i[gl_InstanceCustomIndexEXT];
  MatIndices matIndices  = MatIndices(objResource.materialIndexAddress);
  Materials  materials   = Materials(objResource.materialAddress);

  // Material of the object
  int               matIdx = matIndices.i[gl_PrimitiveID];
  WaveFrontMaterial mat    = materials.m[matIdx];

  if(mat.illum != 4)
    return;

  if(mat.dissolve == 0.0)
    ignoreIntersectionEXT;
  else if(rnd(prd.seed) > mat.dissolve)
    ignoreIntersectionEXT;
}
